1. Executive Summary
Bond of Steel is a mobile-first kingdom strategy game built around city growth, alliances, combat, monster hunting, crafting, and a player-driven marketplace economy.
The project is designed around economic roles rather than only combat power. Gatherers supply resources, Hunters supply rare materials, and Crafters turn those inputs into useful items and gear. Alliances depend on all three roles to grow, defend, and compete.
This whitepaper is a pre-launch draft. Gameplay systems, marketplace rules, Founder rewards, and production launch details may change before release.
2. Vision
Most strategy games concentrate value around the strongest combat players. Bond of Steel aims to widen that loop by making logistics, supply, crafting, and alliance support matter alongside combat.
The long-term vision is a practical player-driven micro-economy where players can specialize, trade approved goods, and contribute to alliance power through different kinds of useful work.
- Gatherers produce the raw resource base of the economy.
- Hunters create rare-material supply through monster activity.
- Crafters transform gathered inputs into items and gear.
- Combat and alliance activity creates recurring demand for those supplies.
3. Game Overview
Bond of Steel combines kingdom strategy systems with a marketplace-aware economy. Players build and upgrade a base, train troops, research progression, develop heroes, hunt monsters, craft items, join alliances, and participate in kingdom conflict.
The mobile game remains the primary gameplay surface. The website supports account setup, pre-launch participation, whitepaper access, rewards, quests, referrals, and the external marketplace flow.
- City building and resource production
- Research, troop progression, and hero development
- Monster hunting and rare-material drops
- Crafting, gear, utility items, and speed ups
- Alliances, rallies, defense, scouting, and war events
- Web marketplace access after production readiness
4. Player-Driven Economy
The economy is structured as a supply chain between three core class roles. Gatherers collect raw resources. Hunters acquire rare materials from monsters. Crafters combine those inputs into finished goods that players and alliances can use or trade.
A healthy marketplace depends on real gameplay demand. Progression, war preparation, alliance support, and repeated strategic activity should create reasons for players to produce, consume, and exchange approved items over time.
- 01Gatherers collect Food, Wood, Stone, Ore, and Silver.
- 02Hunters defeat monsters and supply rare materials or drops.
- 03Crafters create useful items, gear, and utility goods.
- 04Players and alliances consume those goods for progression and conflict.
- 05Demand creates new opportunities for producers and traders.
5. Classes and Economic Roles
During pre-launch signup, each Founder selects one permanent class. This selection grants an account-bound identity gear item and establishes the account's primary economic role. Class gear is account-bound and cannot be listed or traded on the Web Marketplace.
Gatherer
Enchanted Forest
Primary Function: Supplies Food, Wood, Stone, Ore, and Silver for kingdom building, troop training, research, and alliance war logistics.
Economic Footprint: Zero-upfront marketplace purchasing requirement, requiring only standard micro SOL network gas fees to post sales. Harvests raw resources directly from world map tiles to sell for pure profit.
Hunter
Void Monarch
Primary Function: Defeats monsters and world bosses to supply rare components, Level 6 crafting materials, and high-value drops like Sands of Time.
Economic Footprint: Self-sufficient combat progression. Focuses investment on the Hero Research Tree to unlock higher-tier field monsters, yielding premium crafting drops for Crafters and Alliances.
Crafter
Time Keeper
Primary Function: Converts raw resources from Gatherers and rare monster drops from Hunters into finished high-value assets, including 30-day speedups, war gear, and military consumables.
Economic Footprint: High-margin trader. Upgrades The Artificery building to unlock mythic recipes and leverages exclusive Class Material Discount Perks to craft finished goods at significantly reduced input costs compared to other classes.
6. Marketplace Model
Bond of Steel separates mobile gameplay from web marketplace transactions. The game may expose read-only marketplace or vault views where useful, while wallet connection, listing, buying, canceling, and blockchain transaction flows are handled by the official web marketplace.
During pre-launch, the public marketplace remains hidden from normal users because development is still using devnet. Allowlisted testers may access marketplace tools for validation. Production marketplace access should open only when contracts, backend validation, RLS, and launch rules are ready.
- Support approved resources, rare materials, speed ups, game items, and gear.
- Keep listing and escrow rules validated by official backend and contract logic.
- Prevent duplication, unauthorized transfers, invalid categories, and stale listings.
- Finalize fees, currencies, and item eligibility before production launch.
7. Marketplace Tax and Wonder Incentives
The marketplace connects player trading directly to kingdom competition by automatically distributing transaction fees between platform operations and the governing alliance.
- Seller Payout (90% / 9000 BPS): The player who listed the approved marketplace sale receives 90% of the sale amount after marketplace tax is applied.
- Platform Tax (5% / 500 BPS): Supports infrastructure, backend validation, security monitoring, and ecosystem maintenance.
- Wonder Tax (5% / 500 BPS): Routes economic upside directly to the alliance currently controlling the Kingdom Wonder or its designated treasury vault.
- Smart Contract Enforcement: All fee splits are calculated and distributed on-chain via the smart contract upon transaction settlement.
8. Resources, Items, and Gear
The economy separates items into distinct categories to preserve balance and enforce trade restrictions:
- Raw Resources and Rare Drops: Tradable items such as Food, Wood, Stone, Ore, Silver, Level 6 Boss Parts, and Sands of Time.
- Finished Goods and Utility: Tradable items such as speedups up to 30 days, teleport items, shield items, and war gear.
- Class Gear and Founder Perks: Strictly account-bound, non-tradable, non-listable identity items representing permanent class selection.
9. Progression Systems
Progression is intended to create long-term demand across the economy. Buildings, research, troops, heroes, hunting, crafting, gear, alliance activity, and war preparation all create reasons to gather, hunt, craft, spend, and trade.
The design goal is to let players participate without requiring land purchases or external assets before they can become useful contributors.
10. Alliances and War
Alliances are expected to become the highest-level coordination layer in Bond of Steel. They organize member support, rally activity, defense, kingdom competition, Wonder-related events, and future shared goals.
Any treasury, Wonder, or large-scale reward system must remain carefully described until production implementation, legal review, and final reward rules are complete.
11. Pre-Launch Founder Program
The Founder Program is designed to grow the community before production launch. Founders can register early, choose a permanent class, earn Founder Points, complete quests, invite other users, and prepare for later launch reward eligibility.
Founder Points are participation points only. They may later be used for Founder Chests or launch reward eligibility, but they do not have cash value and do not guarantee tokens, SOL, USDC, monetary rewards, profit, or investment return.
12. Rewards Philosophy
Rewards should support launch momentum without damaging the game economy. Reward contents must be finalized before any player-sync bridge applies them to production game state.
Some future rewards may be account-bound while others may become tradable only if their category is approved for the marketplace. Class gear remains account-bound and non-sellable.
- Founder Chests and reward-shop claims remain web-only for now.
- Launch sync should be server-side and idempotent.
- The browser should never directly grant game inventory or resources.
- Final claim windows, limits, and eligibility rules will be announced before production launch.
13. Anti-Abuse and Fair Play
Pre-launch rewards, referrals, marketplace access, and launch claims require abuse controls from the beginning. Accounts that use fake referrals, duplicate accounts, manipulated quest proofs, invalid wallet behavior, or other abusive tactics may lose points, rewards, or access.
- One permanent class selection per account.
- Referral and quest activity may be reviewed or rejected.
- Devnet marketplace access remains allowlisted.
- Production marketplace actions require backend and contract validation.
14. Technology and Infrastructure
Bond of Steel is built with a mobile game client, a Supabase-backed web portal, Edge Function backend logic, and Solana marketplace infrastructure for tested marketplace flows. The current marketplace and launch reward systems are still under active development and devnet validation.
Production readiness requires secure database policies, server-side marketplace enforcement, validated Edge Functions, idempotent reward sync, and clear separation between web claims and game-state writes.
15. Roadmap
The roadmap is milestone-based because feature order and timing may change during development. Public launch depends on technical readiness, economy validation, marketplace safety, and final reward rules.
- 01Pre-launch portal, whitepaper, class selection, quests, referrals, and Founder Points.
- 02Founder Chest claim shop and web-only claim history.
- 03Marketplace gating, tester allowlist, and server-side marketplace enforcement.
- 04Final reward contents, launch claim windows, and player-sync bridge.
- 05Production marketplace opening after contract, backend, and economy validation.
16. Risks and Disclaimers
Bond of Steel is in active development. Features, rewards, marketplace rules, fees, class balance, item eligibility, launch timing, and technical architecture may change.
Founder Points are not money, tokens, securities, financial instruments, or a promise of profit. Nothing in this whitepaper is financial, investment, or legal advice.
Marketplace access, reward claims, and production launch features may be restricted by eligibility, geography, platform rules, anti-abuse checks, or technical requirements.